/* * monster.c Larn is copyrighted 1986 by Noah Morgan. * $FreeBSD$ * * This file contains the following functions: * ---------------------------------------------------------------------------- * * createmonster(monstno) Function to create a monster next to the player * int monstno; * * int cgood(x,y,itm,monst) Function to check location for emptiness * int x,y,itm,monst; * * createitem(it,arg) Routine to place an item next to the player * int it,arg; * * cast() Subroutine called by parse to cast a spell for the user * * speldamage(x) Function to perform spell functions cast by the player * int x; * * loseint() Routine to decrement your int (intelligence) if > 3 * * isconfuse() Routine to check to see if player is confused * * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster * int x,monst; * * fullhit(xx) Function to return full damage against a monst (aka web) * int xx; * * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir * int spnum,dam,arg; * char *str; * * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks * int spnum,dam,delay; * char *str,cshow; * * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt * int x,y; * * tdirect(spnum) Routine to teleport away a monster * int spnum; * * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player * int sp,dam; * char *str; * * dirsub(x,y) Routine to ask for direction, then modify x,y for it * int *x,*y; * * vxy(x,y) Routine to verify/fix (*x,*y) for being within bounds * int *x,*y; * * dirpoly(spnum) Routine to ask for a direction and polymorph a monst * int spnum; * * hitmonster(x,y) Function to hit a monster at the designated coordinates * int x,y; * * hitm(x,y,amt) Function to just hit a monster at a given coordinates * int x,y,amt; * * hitplayer(x,y) Function for the monster to hit the player from (x,y) * int x,y; * * dropsomething(monst) Function to create an object when a monster dies * int monst; * * dropgold(amount) Function to drop some gold around player * int amount; * * something(level) Function to create a random item around player * int level; * * newobject(lev,i) Routine to return a randomly selected new object * int lev,*i; * * spattack(atckno,xx,yy) Function to process special attacks from monsters * int atckno,xx,yy; * * checkloss(x) Routine to subtract hp from user and flag bottomline display * int x; * * annihilate() Routine to annihilate monsters around player, playerx,playery * * newsphere(x,y,dir,lifetime) Function to create a new sphere of annihilation * int x,y,dir,lifetime; * * rmsphere(x,y) Function to delete a sphere of annihilation from list * int x,y; * * sphboom(x,y) Function to perform the effects of a sphere detonation * int x,y; * * genmonst() Function to ask for monster and genocide from game * */ #include "header.h" struct isave /* used for altar reality */ { char type; /* 0=item, 1=monster */ char id; /* item number or monster number */ short arg; /* the type of item or hitpoints of monster */ }; /* * createmonster(monstno) Function to create a monster next to the player * int monstno; * * Enter with the monster number (1 to MAXMONST+8) * Returns no value. */ createmonster(mon) int mon; { int x,y,k,i; if (mon<1 || mon>MAXMONST+8) /* check for monster number out of bounds */ { beep(); lprintf("\ncan't createmonst(%d)\n",(long)mon); nap(3000); return; } while (monster[mon].genocided && mon<MAXMONST) mon++; /* genocided? */ for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */ { if (k>8) k=1; /* wraparound the diroff arrays */ x = playerx + diroffx[k]; y = playery + diroffy[k]; if (cgood(x,y,0,1)) /* if we can create here */ { mitem[x][y] = mon; hitp[x][y] = monster[mon].hitpoints; stealth[x][y]=know[x][y]=0; switch(mon) { case ROTHE: case POLTERGEIST: case VAMPIRE: stealth[x][y]=1; }; return; } } } /* * int cgood(x,y,itm,monst) Function to check location for emptiness * int x,y,itm,monst; * * Routine to return TRUE if a location does not have itm or monst there * returns FALSE (0) otherwise * Enter with itm or monst TRUE or FALSE if checking it * Example: if itm==TRUE check for no item at this location * if monst==TRUE check for no monster at this location * This routine will return FALSE if at a wall or the dungeon exit on level 1 */ int cgood(x,y,itm,monst) int x,y; int itm,monst; { if ((y>=0) && (y<=MAXY-1) && (x>=0) && (x<=MAXX-1)) /* within bounds? */ if (item[x][y]!=OWALL) /* can't make anything on walls */ if (itm==0 || (item[x][y]==0)) /* is it free of items? */ if (monst==0 || (mitem[x][y]==0)) /* is it free of monsters? */ if ((level!=1) || (x!=33) || (y!=MAXY-1)) /* not exit to level 1 */ return(1); return(0); } /* * createitem(it,arg) Routine to place an item next to the player * int it,arg; * * Enter with the item number and its argument (iven[], ivenarg[]) * Returns no value, thus we don't know about createitem() failures. */ createitem(it,arg) int it,arg; { int x,y,k,i; if (it >= MAXOBJ) return; /* no such object */ for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */ { if (k>8) k=1; /* wraparound the diroff arrays */ x = playerx + diroffx[k]; y = playery + diroffy[k]; if (cgood(x,y,1,0)) /* if we can create here */ { item[x][y] = it; know[x][y]=0; iarg[x][y]=arg; return; } } } /* * cast() Subroutine called by parse to cast a spell for the user * * No arguments and no return value. */ static char eys[] = "\nEnter your spell: "; cast() { int i,j,a,b,d; cursors(); if (c[SPELLS]<=0) { lprcat("\nYou don't have any spells!"); return; } lprcat(eys); --c[SPELLS]; while ((a=getchar())=='D') { seemagic(-1); cursors(); lprcat(eys); } if (a=='\33') goto over; /* to escape casting a spell */ if ((b=getchar())=='\33') goto over; /* to escape casting a spell */ if ((d=getchar())=='\33') { over: lprcat(aborted); c[SPELLS]++; return; } /* to escape casting a spell */ #ifdef EXTRA c[SPELLSCAST]++; #endif for (lprc('\n'),j= -1,i=0; i<SPNUM; i++) /*seq search for his spell, hash?*/ if ((spelcode[i][0]==a) && (spelcode[i][1]==b) && (spelcode[i][2]==d)) if (spelknow[i]) { speldamage(i); j = 1; i=SPNUM; } if (j == -1) lprcat(" Nothing Happened "); bottomline(); } static int dirsub(); /* * speldamage(x) Function to perform spell functions cast by the player * int x; * * Enter with the spell number, returns no value. * Please insure that there are 2 spaces before all messages here */ speldamage(x) int x; { int i,j,clev; int xl,xh,yl,yh; char *p,*kn,*pm; if (x>=SPNUM) return; /* no such spell */ if (c[TIMESTOP]) { lprcat(" It didn't seem to work"); return; } /* not if time stopped */ clev = c[LEVEL]; if ((rnd(23)==7) || (rnd(18) > c[INTELLIGENCE])) { lprcat(" It didn't work!"); return; } if (clev*3+2 < x) { lprcat(" Nothing happens. You seem inexperienced at this"); return; } switch(x) { /* ----- LEVEL 1 SPELLS ----- */ case 0: if (c[PROTECTIONTIME]==0) c[MOREDEFENSES]+=2; /* protection field +2 */ c[PROTECTIONTIME] += 250; return; case 1: i = rnd(((clev+1)<<1)) + clev + 3; godirect(x,i,(clev>=2)?" Your missiles hit the %s":" Your missile hit the %s",100,'+'); /* magic missile */ return; case 2: if (c[DEXCOUNT]==0) c[DEXTERITY]+=3; /* dexterity */ c[DEXCOUNT] += 400; return; case 3: i=rnd(3)+1; p=" While the %s slept, you smashed it %d times"; ws: direct(x,fullhit(i),p,i); /* sleep */ return; case 4: /* charm monster */ c[CHARMCOUNT] += c[CHARISMA]<<1; return; case 5: godirect(x,rnd(10)+15+clev," The sound damages the %s",70,'@'); /* sonic spear */ return; /* ----- LEVEL 2 SPELLS ----- */ case 6: i=rnd(3)+2; p=" While the %s is entangled, you hit %d times"; goto ws; /* web */ case 7: if (c[STRCOUNT]==0) c[STREXTRA]+=3; /* strength */ c[STRCOUNT] += 150+rnd(100); return; case 8: yl = playery-5; /* enlightenment */ yh = playery+6; xl = playerx-15; xh = playerx+16; vxy(&xl,&yl); vxy(&xh,&yh); /* check bounds */ for (i=yl; i<=yh; i++) /* enlightenment */ for (j=xl; j<=xh; j++) know[j][i]=1; draws(xl,xh+1,yl,yh+1); return; case 9: raisehp(20+(clev<<1)); return; /* healing */ case 10: c[BLINDCOUNT]=0; return; /* cure blindness */ case 11: createmonster(makemonst(level+1)+8); return; case 12: if (rnd(11)+7 <= c[WISDOM]) direct(x,rnd(20)+20+clev," The %s believed!",0); else lprcat(" It didn't believe the illusions!"); return; case 13: /* if he has the amulet of invisibility then add more time */ for (j=i=0; i<26; i++) if (iven[i]==OAMULET) j+= 1+ivenarg[i]; c[INVISIBILITY] += (j<<7)+12; return; /* ----- LEVEL 3 SPELLS ----- */ case 14: godirect(x,rnd(25+clev)+25+clev," The fireball hits the %s",40,'*'); return; /* fireball */ case 15: godirect(x,rnd(25)+20+clev," Your cone of cold strikes the %s",60,'O'); /* cold */ return; case 16: dirpoly(x); return; /* polymorph */ case 17: c[CANCELLATION]+= 5+clev; return; /* cancellation */ case 18: c[HASTESELF]+= 7+clev; return; /* haste self */ case 19: omnidirect(x,30+rnd(10)," The %s gasps for air"); /* cloud kill */ return; case 20: xh = min(playerx+1,MAXX-2); yh = min(playery+1,MAXY-2); for (i=max(playerx-1,1); i<=xh; i++) /* vaporize rock */ for (j=max(playery-1,1); j<=yh; j++) { kn = &know[i][j]; pm = &mitem[i][j]; switch(*(p= &item[i][j])) { case OWALL: if (level < MAXLEVEL+MAXVLEVEL-1) *p = *kn = 0; break; case OSTATUE: if (c[HARDGAME]<3) { *p=OBOOK; iarg[i][j]=level; *kn=0; } break; case OTHRONE: *pm=GNOMEKING; *kn=0; *p= OTHRONE2; hitp[i][j]=monster[GNOMEKING].hitpoints; break; case OALTAR: *pm=DEMONPRINCE; *kn=0; hitp[i][j]=monster[DEMONPRINCE].hitpoints; break; }; switch(*pm) { case XORN: ifblind(i,j); hitm(i,j,200); break; /* Xorn takes damage from vpr */ } } return; /* ----- LEVEL 4 SPELLS ----- */ case 21: direct(x,100+clev," The %s shrivels up",0); /* dehydration */ return; case 22: godirect(x,rnd(25)+20+(clev<<1)," A lightning bolt hits the %s",1,'~'); /* lightning */ return; case 23: i=min(c[HP]-1,c[HPMAX]/2); /* drain life */ direct(x,i+i,"",0); c[HP] -= i; return; case 24: if (c[GLOBE]==0) c[MOREDEFENSES] += 10; c[GLOBE] += 200; loseint(); /* globe of invulnerability */ return; case 25: omnidirect(x,32+clev," The %s struggles for air in your flood!"); /* flood */ return; case 26: if (rnd(151)==63) { beep(); lprcat("\nYour heart stopped!\n"); nap(4000); died(270); return; } if (c[WISDOM]>rnd(10)+10) direct(x,2000," The %s's heart stopped",0); /* finger of death */ else lprcat(" It didn't work"); return; /* ----- LEVEL 5 SPELLS ----- */ case 27: c[SCAREMONST] += rnd(10)+clev; return; /* scare monster */ case 28: c[HOLDMONST] += rnd(10)+clev; return; /* hold monster */ case 29: c[TIMESTOP] += rnd(20)+(clev<<1); return; /* time stop */ case 30: tdirect(x); return; /* teleport away */ case 31: omnidirect(x,35+rnd(10)+clev," The %s cringes from the flame"); /* magic fire */ return; /* ----- LEVEL 6 SPELLS ----- */ case 32: if ((rnd(23)==5) && (wizard==0)) /* sphere of annihilation */ { beep(); lprcat("\nYou have been enveloped by the zone of nothingness!\n"); nap(4000); died(258); return; } xl=playerx; yl=playery; loseint(); i=dirsub(&xl,&yl); /* get direction of sphere */ newsphere(xl,yl,i,rnd(20)+11); /* make a sphere */ return; case 33: genmonst(); spelknow[33]=0; /* genocide */ loseint(); return; case 34: /* summon demon */ if (rnd(100) > 30) { direct(x,150," The demon strikes at the %s",0); return; } if (rnd(100) > 15) { lprcat(" Nothing seems to have happened"); return; } lprcat(" The demon turned on you and vanished!"); beep(); i=rnd(40)+30; lastnum=277; losehp(i); /* must say killed by a demon */ return; case 35: /* walk through walls */ c[WTW] += rnd(10)+5; return; case 36: /* alter reality */ { struct isave *save; /* pointer to item save structure */ int sc; sc=0; /* # items saved */ save = (struct isave *)malloc(sizeof(struct isave)*MAXX*MAXY*2); for (j=0; j<MAXY; j++) for (i=0; i<MAXX; i++) /* save all items and monsters */ { xl = item[i][j]; if (xl && xl!=OWALL && xl!=OANNIHILATION) { save[sc].type=0; save[sc].id=item[i][j]; save[sc++].arg=iarg[i][j]; } if (mitem[i][j]) { save[sc].type=1; save[sc].id=mitem[i][j]; save[sc++].arg=hitp[i][j]; } item[i][j]=OWALL; mitem[i][j]=0; if (wizard) know[i][j]=1; else know[i][j]=0; } eat(1,1); if (level==1) item[33][MAXY-1]=0; for (j=rnd(MAXY-2), i=1; i<MAXX-1; i++) item[i][j]=0; while (sc>0) /* put objects back in level */ { --sc; if (save[sc].type == 0) { int trys; for (trys=100, i=j=1; --trys>0 && item[i][j]; i=rnd(MAXX-1), j=rnd(MAXY-1)); if (trys) { item[i][j]=save[sc].id; iarg[i][j]=save[sc].arg; } } else { /* put monsters back in */ int trys; for (trys=100, i=j=1; --trys>0 && (item[i][j]==OWALL || mitem[i][j]); i=rnd(MAXX-1), j=rnd(MAXY-1)); if (trys) { mitem[i][j]=save[sc].id; hitp[i][j]=save[sc].arg; } } } loseint(); draws(0,MAXX,0,MAXY); if (wizard==0) spelknow[36]=0; free((char*)save); positionplayer(); return; } case 37: /* permanence */ adjtime(-99999L); spelknow[37]=0; /* forget */ loseint(); return; default: lprintf(" spell %d not available!",(long)x); beep(); return; }; } /* * loseint() Routine to subtract 1 from your int (intelligence) if > 3 * * No arguments and no return value */ loseint() { if (--c[INTELLIGENCE]<3) c[INTELLIGENCE]=3; } /* * isconfuse() Routine to check to see if player is confused * * This routine prints out a message saying "You can't aim your magic!" * returns 0 if not confused, non-zero (time remaining confused) if confused */ isconfuse() { if (c[CONFUSE]) { lprcat(" You can't aim your magic!"); beep(); } return(c[CONFUSE]); } /* * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster * int x,monst; * * Subroutine to return 1 if the spell can't affect the monster * otherwise returns 0 * Enter with the spell number in x, and the monster number in monst. */ nospell(x,monst) int x,monst; { int tmp; if (x>=SPNUM || monst>=MAXMONST+8 || monst<0 || x<0) return(0); /* bad spell or monst */ if ((tmp=spelweird[monst-1][x])==0) return(0); cursors(); lprc('\n'); lprintf(spelmes[tmp],monster[monst].name); return(1); } /* * fullhit(xx) Function to return full damage against a monster (aka web) * int xx; * * Function to return hp damage to monster due to a number of full hits * Enter with the number of full hits being done */ fullhit(xx) int xx; { int i; if (xx<0 || xx>20) return(0); /* fullhits are out of range */ if (c[LANCEDEATH]) return(10000); /* lance of death */ i = xx * ((c[WCLASS]>>1)+c[STRENGTH]+c[STREXTRA]-c[HARDGAME]-12+c[MOREDAM]); return( (i>=1) ? i : xx ); } /* * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir * int spnum,dam,arg; * char *str; * * Routine to ask for a direction to a spell and then hit the monster * Enter with the spell number in spnum, the damage to be done in dam, * lprintf format string in str, and lprintf's argument in arg. * Returns no value. */ direct(spnum,dam,str,arg) int spnum,dam,arg; char *str; { int x,y; int m; if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad arguments */ if (isconfuse()) return; dirsub(&x,&y); m = mitem[x][y]; if (item[x][y]==OMIRROR) { if (spnum==3) /* sleep */ { lprcat("You fall asleep! "); beep(); fool: arg += 2; while (arg-- > 0) { parse2(); nap(1000); } return; } else if (spnum==6) /* web */ { lprcat("You get stuck in your own web! "); beep(); goto fool; } else { lastnum=278; lprintf(str,"spell caster (thats you)",(long)arg); beep(); losehp(dam); return; } } if (m==0) { lprcat(" There wasn't anything there!"); return; } ifblind(x,y); if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; } lprintf(str,lastmonst,(long)arg); hitm(x,y,dam); } /* * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks * int spnum,dam,delay; * char *str,cshow; * * Function to hit in a direction from a missile weapon and have it keep * on going in that direction until its power is exhausted * Enter with the spell number in spnum, the power of the weapon in hp, * lprintf format string in str, the # of milliseconds to delay between * locations in delay, and the character to represent the weapon in cshow. * Returns no value. */ godirect(spnum,dam,str,delay,cshow) int spnum,dam,delay; char *str,cshow; { char *p; int x,y,m; int dx,dy; if (spnum<0 || spnum>=SPNUM || str==0 || delay<0) return; /* bad args */ if (isconfuse()) return; dirsub(&dx,&dy); x=dx; y=dy; dx = x-playerx; dy = y-playery; x = playerx; y = playery; while (dam>0) { x += dx; y += dy; if ((x > MAXX-1) || (y > MAXY-1) || (x < 0) || (y < 0)) { dam=0; break; /* out of bounds */ } if ((x==playerx) && (y==playery)) /* if energy hits player */ { cursors(); lprcat("\nYou are hit my your own magic!"); beep(); lastnum=278; losehp(dam); return; } if (c[BLINDCOUNT]==0) /* if not blind show effect */ { cursor(x+1,y+1); lprc(cshow); nap(delay); show1cell(x,y); } if ((m=mitem[x][y])) /* is there a monster there? */ { ifblind(x,y); if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; } cursors(); lprc('\n'); lprintf(str,lastmonst); dam -= hitm(x,y,dam); show1cell(x,y); nap(1000); x -= dx; y -= dy; } else switch (*(p= &item[x][y])) { case OWALL: cursors(); lprc('\n'); lprintf(str,"wall"); if (dam>=50+c[HARDGAME]) /* enough damage? */ if (level<MAXLEVEL+MAXVLEVEL-1) /* not on V3 */ if ((x<MAXX-1) && (y<MAXY-1) && (x) && (y)) { lprcat(" The wall crumbles"); god3: *p=0; god: know[x][y]=0; show1cell(x,y); } god2: dam = 0; break; case OCLOSEDDOOR: cursors(); lprc('\n'); lprintf(str,"door"); if (dam>=40) { lprcat(" The door is blasted apart"); goto god3; } goto god2; case OSTATUE: cursors(); lprc('\n'); lprintf(str,"statue"); if (c[HARDGAME]<3) if (dam>44) { lprcat(" The statue crumbles"); *p=OBOOK; iarg[x][y]=level; goto god; } goto god2; case OTHRONE: cursors(); lprc('\n'); lprintf(str,"throne"); if (dam>39) { mitem[x][y]=GNOMEKING; hitp[x][y]=monster[GNOMEKING].hitpoints; *p = OTHRONE2; goto god; } goto god2; case OMIRROR: dx *= -1; dy *= -1; break; }; dam -= 3 + (c[HARDGAME]>>1); } } /* * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt * int x,y; * * Subroutine to copy the word "monster" into lastmonst if the player is blind * Enter with the coordinates (x,y) of the monster * Returns no value. */ ifblind(x,y) int x,y; { char *p; vxy(&x,&y); /* verify correct x,y coordinates */ if (c[BLINDCOUNT]) { lastnum=279; p="monster"; } else { lastnum=mitem[x][y]; p=monster[lastnum].name; } strcpy(lastmonst,p); } /* * tdirect(spnum) Routine to teleport away a monster * int spnum; * * Routine to ask for a direction to a spell and then teleport away monster * Enter with the spell number that wants to teleport away * Returns no value. */ tdirect(spnum) int spnum; { int x,y; int m; if (spnum<0 || spnum>=SPNUM) return; /* bad args */ if (isconfuse()) return; dirsub(&x,&y); if ((m=mitem[x][y])==0) { lprcat(" There wasn't anything there!"); return; } ifblind(x,y); if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; } fillmonst(m); mitem[x][y]=know[x][y]=0; } /* * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player * int sp,dam; * char *str; * * Routine to cast a spell and then hit the monster in all directions * Enter with the spell number in sp, the damage done to wach square in dam, * and the lprintf string to identify the spell in str. * Returns no value. */ omnidirect(spnum,dam,str) int spnum,dam; char *str; { int x,y,m; if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad args */ for (x=playerx-1; x<playerx+2; x++) for (y=playery-1; y<playery+2; y++) { if (m=mitem[x][y]) { if (nospell(spnum,m) == 0) { ifblind(x,y); cursors(); lprc('\n'); lprintf(str,lastmonst); hitm(x,y,dam); nap(800); } else { lasthx=x; lasthy=y; } } } } /* * static dirsub(x,y) Routine to ask for direction, then modify x,y for it * int *x,*y; * * Function to ask for a direction and modify an x,y for that direction * Enter with the origination coordinates in (x,y). * Returns index into diroffx[] (0-8). */ static int dirsub(x,y) int *x,*y; { int i; lprcat("\nIn What Direction? "); for (i=0; ; ) switch(getchar()) { case 'b': i++; case 'n': i++; case 'y': i++; case 'u': i++; case 'h': i++; case 'k': i++; case 'l': i++; case 'j': i++; goto out; }; out: *x = playerx+diroffx[i]; *y = playery+diroffy[i]; vxy(x,y); return(i); } /* * vxy(x,y) Routine to verify/fix coordinates for being within bounds * int *x,*y; * * Function to verify x & y are within the bounds for a level * If *x or *y is not within the absolute bounds for a level, fix them so that * they are on the level. * Returns TRUE if it was out of bounds, and the *x & *y in the calling * routine are affected. */ vxy(x,y) int *x,*y; { int flag=0; if (*x<0) { *x=0; flag++; } if (*y<0) { *y=0; flag++; } if (*x>=MAXX) { *x=MAXX-1; flag++; } if (*y>=MAXY) { *y=MAXY-1; flag++; } return(flag); } /* * dirpoly(spnum) Routine to ask for a direction and polymorph a monst * int spnum; * * Subroutine to polymorph a monster and ask for the direction its in * Enter with the spell number in spmun. * Returns no value. */ dirpoly(spnum) int spnum; { int x,y,m; if (spnum<0 || spnum>=SPNUM) return; /* bad args */ if (isconfuse()) return; /* if he is confused, he can't aim his magic */ dirsub(&x,&y); if (mitem[x][y]==0) { lprcat(" There wasn't anything there!"); return; } ifblind(x,y); if (nospell(spnum,mitem[x][y])) { lasthx=x; lasthy=y; return; } while ( monster[m = mitem[x][y] = rnd(MAXMONST+7)].genocided ); hitp[x][y] = monster[m].hitpoints; show1cell(x,y); /* show the new monster */ } /* * hitmonster(x,y) Function to hit a monster at the designated coordinates * int x,y; * * This routine is used for a bash & slash type attack on a monster * Enter with the coordinates of the monster in (x,y). * Returns no value. */ hitmonster(x,y) int x,y; { int tmp,monst,damag,flag; if (c[TIMESTOP]) return; /* not if time stopped */ vxy(&x,&y); /* verify coordinates are within range */ if ((monst = mitem[x][y]) == 0) return; hit3flag=1; ifblind(x,y); tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] + c[WCLASS]/4 - 12; cursors(); if ((rnd(20) < tmp-c[HARDGAME]) || (rnd(71) < 5)) /* need at least random chance to hit */ { lprcat("\nYou hit"); flag=1; damag = fullhit(1); if (damag<9999) damag=rnd(damag)+1; } else { lprcat("\nYou missed"); flag=0; } lprcat(" the "); lprcat(lastmonst); if (flag) /* if the monster was hit */ if ((monst==RUSTMONSTER) || (monst==DISENCHANTRESS) || (monst==CUBE)) if (c[WIELD]>0) if (ivenarg[c[WIELD]] > -10) { lprintf("\nYour weapon is dulled by the %s",lastmonst); beep(); --ivenarg[c[WIELD]]; } if (flag) hitm(x,y,damag); if (monst == VAMPIRE) if (hitp[x][y]<25) { mitem[x][y]=BAT; know[x][y]=0; } } /* * hitm(x,y,amt) Function to just hit a monster at a given coordinates * int x,y,amt; * * Returns the number of hitpoints the monster absorbed * This routine is used to specifically damage a monster at a location (x,y) * Called by hitmonster(x,y) */ hitm(x,y,amt) int x,y; int amt; { int monst; int hpoints,amt2; vxy(&x,&y); /* verify coordinates are within range */ amt2 = amt; /* save initial damage so we can return it */ monst = mitem[x][y]; if (c[HALFDAM]) amt >>= 1; /* if half damage curse adjust damage points */ if (amt<=0) amt2 = amt = 1; lasthx=x; lasthy=y; stealth[x][y]=1; /* make sure hitting monst breaks stealth condition */ c[HOLDMONST]=0; /* hit a monster breaks hold monster spell */ switch(monst) /* if a dragon and orb(s) of dragon slaying */ { case WHITEDRAGON: case REDDRAGON: case GREENDRAGON: case BRONZEDRAGON: case PLATINUMDRAGON: case SILVERDRAGON: amt *= 1+(c[SLAYING]<<1); break; } /* invincible monster fix is here */ if (hitp[x][y] > monster[monst].hitpoints) hitp[x][y] = monster[monst].hitpoints; if ((hpoints = hitp[x][y]) <= amt) { #ifdef EXTRA c[MONSTKILLED]++; #endif lprintf("\nThe %s died!",lastmonst); raiseexperience((long)monster[monst].experience); amt = monster[monst].gold; if (amt>0) dropgold(rnd(amt)+amt); dropsomething(monst); disappear(x,y); bottomline(); return(hpoints); } hitp[x][y] = hpoints-amt; return(amt2); } /* * hitplayer(x,y) Function for the monster to hit the player from (x,y) * int x,y; * * Function for the monster to hit the player with monster at location x,y * Returns nothing of value. */ hitplayer(x,y) int x,y; { int dam,tmp,mster,bias; vxy(&x,&y); /* verify coordinates are within range */ lastnum = mster = mitem[x][y]; /* spirit naga's and poltergeist's do nothing if scarab of negate spirit */ if (c[NEGATESPIRIT] || c[SPIRITPRO]) if ((mster ==POLTERGEIST) || (mster ==SPIRITNAGA)) return; /* if undead and cube of undead control */ if (c[CUBEofUNDEAD] || c[UNDEADPRO]) if ((mster ==VAMPIRE) || (mster ==WRAITH) || (mster ==ZOMBIE)) return; if ((know[x][y]&1) == 0) { know[x][y]=1; show1cell(x,y); } bias = (c[HARDGAME]) + 1; hitflag = hit2flag = hit3flag = 1; yrepcount=0; cursors(); ifblind(x,y); if (c[INVISIBILITY]) if (rnd(33)<20) { lprintf("\nThe %s misses wildly",lastmonst); return; } if (c[CHARMCOUNT]) if (rnd(30)+5*monster[mster].level-c[CHARISMA]<30) { lprintf("\nThe %s is awestruck at your magnificence!",lastmonst); return; } if (mster==BAT) dam=1; else { dam = monster[mster].damage; dam += rnd((int)((dam<1)?1:dam)) + monster[mster].level; } tmp = 0; if (monster[mster].attack>0) if (((dam + bias + 8) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1)) { if (spattack(monster[mster].attack,x,y)) { flushall(); return; } tmp = 1; bias -= 2; cursors(); } if (((dam + bias) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1)) { lprintf("\n The %s hit you ",lastmonst); tmp = 1; if ((dam -= c[AC]) < 0) dam=0; if (dam > 0) { losehp(dam); bottomhp(); flushall(); } } if (tmp == 0) lprintf("\n The %s missed ",lastmonst); } /* * dropsomething(monst) Function to create an object when a monster dies * int monst; * * Function to create an object near the player when certain monsters are killed * Enter with the monster number * Returns nothing of value. */ dropsomething(monst) int monst; { switch(monst) { case ORC: case NYMPH: case ELF: case TROGLODYTE: case TROLL: case ROTHE: case VIOLETFUNGI: case PLATINUMDRAGON: case GNOMEKING: case REDDRAGON: something(level); return; case LEPRECHAUN: if (rnd(101)>=75) creategem(); if (rnd(5)==1) dropsomething(LEPRECHAUN); return; } } /* * dropgold(amount) Function to drop some gold around player * int amount; * * Enter with the number of gold pieces to drop * Returns nothing of value. */ dropgold(amount) int amount; { if (amount > 250) createitem(OMAXGOLD,amount/100); else createitem(OGOLDPILE,amount); } /* * something(level) Function to create a random item around player * int level; * * Function to create an item from a designed probability around player * Enter with the cave level on which something is to be dropped * Returns nothing of value. */ something(level) int level; { int j; int i; if (level<0 || level>MAXLEVEL+MAXVLEVEL) return; /* correct level? */ if (rnd(101)<8) something(level); /* possibly more than one item */ j = newobject(level,&i); createitem(j,i); } /* * newobject(lev,i) Routine to return a randomly selected new object * int lev,*i; * * Routine to return a randomly selected object to be created * Returns the object number created, and sets *i for its argument * Enter with the cave level and a pointer to the items arg */ static char nobjtab[] = { 0, OSCROLL, OSCROLL, OSCROLL, OSCROLL, OPOTION, OPOTION, OPOTION, OPOTION, OGOLDPILE, OGOLDPILE, OGOLDPILE, OGOLDPILE, OBOOK, OBOOK, OBOOK, OBOOK, ODAGGER, ODAGGER, ODAGGER, OLEATHER, OLEATHER, OLEATHER, OREGENRING, OPROTRING, OENERGYRING, ODEXRING, OSTRRING, OSPEAR, OBELT, ORING, OSTUDLEATHER, OSHIELD, OFLAIL, OCHAIN, O2SWORD, OPLATE, OLONGSWORD }; newobject(lev,i) int lev,*i; { int tmp=32,j; if (level<0 || level>MAXLEVEL+MAXVLEVEL) return(0); /* correct level? */ if (lev>6) tmp=37; else if (lev>4) tmp=35; j = nobjtab[tmp=rnd(tmp)]; /* the object type */ switch(tmp) { case 1: case 2: case 3: case 4: *i=newscroll(); break; case 5: case 6: case 7: case 8: *i=newpotion(); break; case 9: case 10: case 11: case 12: *i=rnd((lev+1)*10)+lev*10+10; break; case 13: case 14: case 15: case 16: *i=lev; break; case 17: case 18: case 19: if (!(*i=newdagger())) return(0); break; case 20: case 21: case 22: if (!(*i=newleather())) return(0); break; case 23: case 32: case 35: *i=rund(lev/3+1); break; case 24: case 26: *i=rnd(lev/4+1); break; case 25: *i=rund(lev/4+1); break; case 27: *i=rnd(lev/2+1); break; case 30: case 33: *i=rund(lev/2+1); break; case 28: *i=rund(lev/3+1); if (*i==0) return(0); break; case 29: case 31: *i=rund(lev/2+1); if (*i==0) return(0); break; case 34: *i=newchain(); break; case 36: *i=newplate(); break; case 37: *i=newsword(); break; } return(j); } /* * spattack(atckno,xx,yy) Function to process special attacks from monsters * int atckno,xx,yy; * * Enter with the special attack number, and the coordinates (xx,yy) * of the monster that is special attacking * Returns 1 if must do a show1cell(xx,yy) upon return, 0 otherwise * * atckno monster effect * --------------------------------------------------- * 0 none * 1 rust monster eat armor * 2 hell hound breathe light fire * 3 dragon breathe fire * 4 giant centipede weakening sing * 5 white dragon cold breath * 6 wraith drain level * 7 waterlord water gusher * 8 leprechaun steal gold * 9 disenchantress disenchant weapon or armor * 10 ice lizard hits with barbed tail * 11 umber hulk confusion * 12 spirit naga cast spells taken from special attacks * 13 platinum dragon psionics * 14 nymph steal objects * 15 bugbear bite * 16 osequip bite * * char rustarm[ARMORTYPES][2]; * special array for maximum rust damage to armor from rustmonster * format is: { armor type , minimum attribute */ #define ARMORTYPES 6 static char rustarm[ARMORTYPES][2] = { OSTUDLEATHER,-2, ORING,-4, OCHAIN,-5, OSPLINT,-6, OPLATE,-8, OPLATEARMOR,-9 }; static char spsel[] = { 1, 2, 3, 5, 6, 8, 9, 11, 13, 14 }; spattack(x,xx,yy) int x,xx,yy; { int i,j=0,k,m; char *p=0; if (c[CANCELLATION]) return(0); vxy(&xx,&yy); /* verify x & y coordinates */ switch(x) { case 1: /* rust your armor, j=1 when rusting has occurred */ m = k = c[WEAR]; if ((i=c[SHIELD]) != -1) { if (--ivenarg[i] < -1) ivenarg[i]= -1; else j=1; } if ((j==0) && (k != -1)) { m = iven[k]; for (i=0; i<ARMORTYPES; i++) if (m == rustarm[i][0]) /* find his armor in table */ { if (--ivenarg[k]< rustarm[i][1]) ivenarg[k]= rustarm[i][1]; else j=1; break; } } if (j==0) /* if rusting did not occur */ switch(m) { case OLEATHER: p = "\nThe %s hit you -- Your lucky you have leather on"; break; case OSSPLATE: p = "\nThe %s hit you -- Your fortunate to have stainless steel armor!"; break; } else { beep(); p = "\nThe %s hit you -- your armor feels weaker"; } break; case 2: i = rnd(15)+8-c[AC]; spout: p="\nThe %s breathes fire at you!"; if (c[FIRERESISTANCE]) p="\nThe %s's flame doesn't phase you!"; else spout2: if (p) { lprintf(p,lastmonst); beep(); } checkloss(i); return(0); case 3: i = rnd(20)+25-c[AC]; goto spout; case 4: if (c[STRENGTH]>3) { p="\nThe %s stung you! You feel weaker"; beep(); --c[STRENGTH]; } else p="\nThe %s stung you!"; break; case 5: p="\nThe %s blasts you with his cold breath"; i = rnd(15)+18-c[AC]; goto spout2; case 6: lprintf("\nThe %s drains you of your life energy!",lastmonst); loselevel(); beep(); return(0); case 7: p="\nThe %s got you with a gusher!"; i = rnd(15)+25-c[AC]; goto spout2; case 8: if (c[NOTHEFT]) return(0); /* he has a device of no theft */ if (c[GOLD]) { p="\nThe %s hit you -- Your purse feels lighter"; if (c[GOLD]>32767) c[GOLD]>>=1; else c[GOLD] -= rnd((int)(1+(c[GOLD]>>1))); if (c[GOLD] < 0) c[GOLD]=0; } else p="\nThe %s couldn't find any gold to steal"; lprintf(p,lastmonst); disappear(xx,yy); beep(); bottomgold(); return(1); case 9: for(j=50; ; ) /* disenchant */ { i=rund(26); m=iven[i]; /* randomly select item */ if (m>0 && ivenarg[i]>0 && m!=OSCROLL && m!=OPOTION) { if ((ivenarg[i] -= 3)<0) ivenarg[i]=0; lprintf("\nThe %s hits you -- you feel a sense of loss",lastmonst); srcount=0; beep(); show3(i); bottomline(); return(0); } if (--j<=0) { p="\nThe %s nearly misses"; break; } break; } break; case 10: p="\nThe %s hit you with his barbed tail"; i = rnd(25)-c[AC]; goto spout2; case 11: p="\nThe %s has confused you"; beep(); c[CONFUSE]+= 10+rnd(10); break; case 12: /* performs any number of other special attacks */ return(spattack(spsel[rund(10)],xx,yy)); case 13: p="\nThe %s flattens you with his psionics!"; i = rnd(15)+30-c[AC]; goto spout2; case 14: if (c[NOTHEFT]) return(0); /* he has device of no theft */ if (emptyhanded()==1) { p="\nThe %s couldn't find anything to steal"; break; } lprintf("\nThe %s picks your pocket and takes:",lastmonst); beep(); if (stealsomething()==0) lprcat(" nothing"); disappear(xx,yy); bottomline(); return(1); case 15: i= rnd(10)+ 5-c[AC]; spout3: p="\nThe %s bit you!"; goto spout2; case 16: i= rnd(15)+10-c[AC]; goto spout3; }; if (p) { lprintf(p,lastmonst); bottomline(); } return(0); } /* * checkloss(x) Routine to subtract hp from user and flag bottomline display * int x; * * Routine to subtract hitpoints from the user and flag the bottomline display * Enter with the number of hit points to lose * Note: if x > c[HP] this routine could kill the player! */ checkloss(x) int x; { if (x>0) { losehp(x); bottomhp(); } } /* * annihilate() Routine to annihilate all monsters around player (playerx,playery) * * Gives player experience, but no dropped objects * Returns the experience gained from all monsters killed */ annihilate() { int i,j; long k; char *p; for (k=0, i=playerx-1; i<=playerx+1; i++) for (j=playery-1; j<=playery+1; j++) if (!vxy(&i,&j)) /* if not out of bounds */ { if (*(p= &mitem[i][j])) /* if a monster there */ if (*p<DEMONLORD+2) { k += monster[*p].experience; *p=know[i][j]=0; } else { lprintf("\nThe %s barely escapes being annihilated!",monster[*p].name); hitp[i][j] = (hitp[i][j]>>1) + 1; /* lose half hit points*/ } } if (k>0) { lprcat("\nYou hear loud screams of agony!"); raiseexperience((long)k); } return(k); } /* * newsphere(x,y,dir,lifetime) Function to create a new sphere of annihilation * int x,y,dir,lifetime; * * Enter with the coordinates of the sphere in x,y * the direction (0-8 diroffx format) in dir, and the lifespan of the * sphere in lifetime (in turns) * Returns the number of spheres currently in existence */ newsphere(x,y,dir,life) int x,y,dir,life; { int m; struct sphere *sp; if (((sp=(struct sphere *)malloc(sizeof(struct sphere)))) == 0) return(c[SPHCAST]); /* can't malloc, therefore failure */ if (dir>=9) dir=0; /* no movement if direction not found */ if (level==0) vxy(&x,&y); /* don't go out of bounds */ else { if (x<1) x=1; if (x>=MAXX-1) x=MAXX-2; if (y<1) y=1; if (y>=MAXY-1) y=MAXY-2; } if ((m=mitem[x][y]) >= DEMONLORD+4) /* demons dispel spheres */ { know[x][y]=1; show1cell(x,y); /* show the demon (ha ha) */ cursors(); lprintf("\nThe %s dispels the sphere!",monster[m].name); beep(); rmsphere(x,y); /* remove any spheres that are here */ return(c[SPHCAST]); } if (m==DISENCHANTRESS) /* disenchantress cancels spheres */ { cursors(); lprintf("\nThe %s causes cancellation of the sphere!",monster[m].name); beep(); boom: sphboom(x,y); /* blow up stuff around sphere */ rmsphere(x,y); /* remove any spheres that are here */ return(c[SPHCAST]); } if (c[CANCELLATION]) /* cancellation cancels spheres */ { cursors(); lprcat("\nAs the cancellation takes effect, you hear a great earth shaking blast!"); beep(); goto boom; } if (item[x][y]==OANNIHILATION) /* collision of spheres detonates spheres */ { cursors(); lprcat("\nTwo spheres of annihilation collide! You hear a great earth shaking blast!"); beep(); rmsphere(x,y); goto boom; } if (playerx==x && playery==y) /* collision of sphere and player! */ { cursors(); lprcat("\nYou have been enveloped by the zone of nothingness!\n"); beep(); rmsphere(x,y); /* remove any spheres that are here */ nap(4000); died(258); } item[x][y]=OANNIHILATION; mitem[x][y]=0; know[x][y]=1; show1cell(x,y); /* show the new sphere */ sp->x=x; sp->y=y; sp->lev=level; sp->dir=dir; sp->lifetime=life; sp->p=0; if (spheres==0) spheres=sp; /* if first node in the sphere list */ else /* add sphere to beginning of linked list */ { sp->p = spheres; spheres = sp; } return(++c[SPHCAST]); /* one more sphere in the world */ } /* * rmsphere(x,y) Function to delete a sphere of annihilation from list * int x,y; * * Enter with the coordinates of the sphere (on current level) * Returns the number of spheres currently in existence */ rmsphere(x,y) int x,y; { struct sphere *sp,*sp2=0; for (sp=spheres; sp; sp2=sp,sp=sp->p) if (level==sp->lev) /* is sphere on this level? */ if ((x==sp->x) && (y==sp->y)) /* locate sphere at this location */ { item[x][y]=mitem[x][y]=0; know[x][y]=1; show1cell(x,y); /* show the now missing sphere */ --c[SPHCAST]; if (sp==spheres) { sp2=sp; spheres=sp->p; free((char*)sp2); } else { sp2->p = sp->p; free((char*)sp); } break; } return(c[SPHCAST]); /* return number of spheres in the world */ } /* * sphboom(x,y) Function to perform the effects of a sphere detonation * int x,y; * * Enter with the coordinates of the blast, Returns no value */ sphboom(x,y) int x,y; { int i,j; if (c[HOLDMONST]) c[HOLDMONST]=1; if (c[CANCELLATION]) c[CANCELLATION]=1; for (j=max(1,x-2); j<min(x+3,MAXX-1); j++) for (i=max(1,y-2); i<min(y+3,MAXY-1); i++) { item[j][i]=mitem[j][i]=0; show1cell(j,i); if (playerx==j && playery==i) { cursors(); beep(); lprcat("\nYou were too close to the sphere!"); nap(3000); died(283); /* player killed in explosion */ } } } /* * genmonst() Function to ask for monster and genocide from game * * This is done by setting a flag in the monster[] structure */ genmonst() { int i,j; cursors(); lprcat("\nGenocide what monster? "); for (i=0; (!isalpha(i)) && (i!=' '); i=getchar()); lprc(i); for (j=0; j<MAXMONST; j++) /* search for the monster type */ if (monstnamelist[j]==i) /* have we found it? */ { monster[j].genocided=1; /* genocided from game */ lprintf(" There will be no more %s's",monster[j].name); /* now wipe out monsters on this level */ newcavelevel(level); draws(0,MAXX,0,MAXY); bot_linex(); return; } lprcat(" You sense failure!"); }